In a previous life, there was such a company. They made a lot of money just by relying on a commercial game engine.
The licensing fees and sharing fees earned from game engines alone amount to billions of dollars every year.
Later, this engine was no longer limited to developing games, but would play a great role in future film and television special effects production, as well as in physics, chemistry, social and humanities and other disciplines.
This company is called epic, and the game engine they develop is Unreal Engine.
This is an engine that more than 90% of game practitioners cannot avoid.
It is convenient and easy to use, especially for small studios that are a bit ambitious but don't have enough people.
It only takes a dozen or so people to develop excellent 3D games, which greatly lowers the threshold and cost of game development.
Zhuyouxing intends to reproduce Epic, but it is not a complete reproduction of their initial development trajectory, but a slightly more advanced one.
The early licensing costs of Unreal Engine were actually not low.
But at that time, if Unreal Engine is used, it will be more popular, and a mature game engine will be more stable, and the cost can be reduced by at least 20%.
So Unreal Engine charges a commission of 10% or even close to 20%, and those game studios can only hold their noses and admit it.
This also caused some larger game companies to feel that the situation was wrong and that they should not always hand over so much share of the money to outsiders, so they all began to develop their own game engines.
Zhuyouxing decided to make the game share and licensing fee required at the beginning lower, making it easier for game developers to accept and rely on, and it can also provide all game development data details at all times to help itself be more
By optimizing the engine itself, it may be possible to create a game engine that is far superior to the previous Epic game engine.
Norman stayed up all night, reading the instructions all the time.
The basic operation methods of the game engine have been clearly described in the documentation.
Even people with a little basic programming knowledge can now create a simple game through this engine.
This is very magical.
It used to require a variety of complex and repetitive codes, and sometimes some bugs may occur due to programmer's negligence leading to code input errors. In the end, it is very difficult to find the source of the bug.
However, the game engine packages all mature and complete codes, just like modules. If you need anything, you can directly add it to it. Compared with previous game development, this is simply not the same dimension.
The only thing you need to care about is the compatibility between different modules, as well as the detailed differences in development between different games.
The current game engine is still a little immature, and naturally cannot be compared with the level of Unreal Engine 3, 4, 5 in later generations, but it still greatly facilitates game development.
Suddenly Norman felt that a team of eighty people seemed a bit redundant.
Then maybe I can temporarily separate the team and work on different game projects?
Thinking of this, he became more and more excited.
It wasn't until early in the morning that he finally downloaded the engine and made a copy to take to the company.
Even though he didn't sleep all night, he seemed extremely excited today and not at all sleepy.
When he first came to the company, he immediately installed the software on his computer and then waited for others to arrive.
At nine o'clock in the morning, employees arrived one after another, and Norman excitedly told everyone what happened last night, and also showed everyone how to use the engine.
If programmers in the past were like the ancients in the Bronze Age, then with their game engines, they would have immediately evolved to the early industrial age and had the foundation for large-scale mass production.
This is also a surprise for these programmers.
Moreover, along with the game engine, there is also a half-hour trial of the Doom game that has been produced by Zhuyouxing.
This Doom Slayer can truly rotate at various angles without blind spots, monsters can fly and escape to fight characters from everywhere, and the protagonist will have three types of firearms to fight against different monsters.
At the same time, the protagonist has also added a series of special elements such as jumping and melee attacks to the game to make the game experience more exciting.
After just half an hour of trial playing the game, these programmers felt that this game was worthy of their own research for several years.
This already contains the most mature development rules for first-person shooter games.
For example, in the character's perspective range, the center is the standard bull's-eye. Use the mouse to control the character's perspective movement, click the left button of the mouse to shoot, and the right button to aim accurately. Use the WSD button to realize the character's forward and backward movement, left and right movement, and switching firearms.
Change bullets, etc.
The shooting games they developed before barely made use of many keyboard keys. At that time, they didn't even think about things like changing bullets, jumping, sprinting, and switching weapons. They just wanted to develop a game that could at least run.
And now that they see a first-person shooter with such a complete system, they immediately conclude that this is the absolute rule for first-person shooters.
There can't be a more perfect combination of buttons for a shooting game.
"Our CEO is like a god. I remember that he seems to have led the team to develop more than ten game types, right? Are there any other game types that he cannot develop?"
A young programmer now only has admiration in his eyes.
No wonder their company CEO is called the God of Games in Japan.
Japan is a country that likes to deify ordinary people. Before, they just thought it was a low-level bad taste of the Japanese, but now they seem to think that the title of God of Games is completely natural.
Besides Zhu Youxing, who else can bear such a name?
These programmers also feel a sense of pride. They are all employees who follow the God of Games. As the God's subordinates, their future is also unlimited.
"By the way, I have a question. Until now, our CEO has only asked us to use the key rules of the computer keyboard to make games. Will our game development focus shift to personal PCs?"
"It is very possible. After all, the United States is different from Japan. The share of personal PCs in the United States exceeds 80%. Almost every household has a personal computer. This group is still very large."
At this time Norman smiled and said: "No, we will not get involved in the PC field in the short term. The CEO told me that he will have this plan in the future, but not now. The reason why we use the keyboard key rules now is just
Because he believes that keyboard and mouse are the most suitable peripherals for first-person shooter games, new keyboard and mouse peripherals will be added to the engineering prototype gs1 in the future for adaptation, and that’s it.”